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10 réponses à ce sujet

#1
Sydious

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Is there a way to turn off the animation when using an item?
I am using tag based script to use the item, but would like him not to look like he casts a spell (He sticks his arms arm out) and just does the animation I script for the item use.

#2
Failed.Bard

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With Linux based NWNX you can, by hooking the OnUsed instead of OnActivated event, but unfortunately I don't know of any other way to do it, even with windows based NWNX.

#3
Lightfoot8

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You would have to remove the animation from the entry for the spell in spells.2da

I think that entry is used by the client. So after modifying the 2da you would need to place it into a hak and attach it to the module. If it is used in On-Line play you would need to make sure all of your players had a copy of the hak.

#4
Sydious

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Well that is disapointing.

#5
Axe_Murderer

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If it's just one item you could use the player tools hook. Or maybe the chat hook. So instead of using the item they speak a magic command word or use a player tool.

#6
Sydious

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Im not sure what you mean by player tool hook? (Sorry for the ignorance)Image IPB

#7
Lightfoot8

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Player tool - NWNWiki, the Neverwinter Nights Wiki - your guide to ...

#8
zunath

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Lightfoot8 wrote...

You would have to remove the animation from the entry for the spell in spells.2da

I think that entry is used by the client. So after modifying the 2da you would need to place it into a hak and attach it to the module. If it is used in On-Line play you would need to make sure all of your players had a copy of the hak.


I can't seem to get this to work. I've put the CastTime to 0, set the CastAnim to "out", and ConjTime to 0 but the animation still plays and there's still a six second delay between uses.

Any ideas?

#9
Axe_Murderer

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zunath wrote...

Lightfoot8 wrote...

You would have to remove the animation from the entry for the spell in spells.2da

I think that entry is used by the client. So after modifying the 2da you would need to place it into a hak and attach it to the module. If it is used in On-Line play you would need to make sure all of your players had a copy of the hak.


I can't seem to get this to work. I've put the CastTime to 0, set the CastAnim to "out", and ConjTime to 0 but the animation still plays and there's still a six second delay between uses.

Any ideas?


That's because the spell animations are not used for item activation. It's been awhile but I'm fairly certain that you won't find the animation in spells.2da since it isn't technically a spell so the ones in there are ignored for this. In fact, all the activate item spells have no animation set up in there anyway (the xVisual columns are all set to **** which means none). It's generated automatically and every time by the engine internally I believe, and you cannot disable it using 2das IIRC. One of those NWNX add-ons probably has a way to do it I imagine.

Modifié par Axe_Murderer, 18 juillet 2011 - 06:51 .


#10
Sydious

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Lightfoot8 wrote...

Player tool - NWNWiki, the Neverwinter Nights Wiki - your guide to ...


Learn something evey day. Thanks Lightfoot8.

#11
zunath

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That's because the spell animations are not used for item activation. It's been awhile but I'm fairly certain that you won't find the animation in spells.2da since it isn't technically a spell so the ones in there are ignored for this. In fact, all the activate item spells have no animation set up in there anyway (the xVisual columns are all set to **** which means none). It's generated automatically and every time by the engine internally I believe, and you cannot disable it using 2das IIRC. One of those NWNX add-ons probably has a way to do it I imagine.


Ok, for some reason I thought I  remembered it being pretty finicky to do it without NWNX.

As far as I know, though, the bypass function doesn't exist in the windows version of NWNX_Events. I've only ever seen/used it in the LInux version.

Does anyone know if it's been ported?